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Alienhead

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  1. Error, missing or something. Pretty much need this command to setup any-type of interface for the user or whatever..
  2. Just not bound. You can check it in the Editor console. Light returns a function, DirectionalLight nil
  3. No I havent.. Any chance of this getting some attention? I really feel it's killing my frame rates a well.. I got nothing but a cube on a terrain and getting 70 fps.. thats sick. Was getting near 2000 a few months ago with the same test scene.
  4. A few more videos from an upcoming component I'm developing. I've started intergrating my motion matching player controller into the physics lab ( ultra prefab dropper ) framework.
  5. I'm trying to pin point a bottleneck within a component I'm developing. Since graphics pass run on a separate thread from the logic - if I'm showing 190fps but my animations, movement and rotations are slowed and feeling like 30fps - would this lead me to think the bottleneck is from the logic side of things?
  6. Mixamo rig? When you convert fbx with skins it should create a directory in the same folder using the model name with a .fbm extension the skins will be in there. Normally I just create a new material there and map it to the model from the parent directory. Just create a new material and map the textures yourself.. just to be sure.
  7. Seems it's in cpp but not glued to lua as of yet. (World::SetShadowQuality(int shadowsQuality)
  8. I'll add this to the list, thanks !
  9. For some reason my code still had the : entity SetShadow(true) in it. Thanks and sorry for the hassle.
  10. I've noticed in the editor that I can set shadow quality to low, med, high, ultra.. However, this setting does not carry over to runtime. I still have high def shadows in-game regardless what I have set in the editor. Skimming over the docs, I see no command allowing for me to set this quality setting in code. I'm requesting such a command. Ty. Also, scene:Save() would be crazy cool if it would add the new models from the save to be accessible in the scene tree, editor side, for editability then eventually save the map back out with the editions included.. This type of ability would open up a world of asset possibilities. You have to agree that the better the extra assets become the more popularity and sales come to the engine. I place this ability on my highest request list.
  11. I've tried it both ways now, Entity:SetShadow(false) Entity:SetShadows(false) nil error on both. :() What you trying to do to me man! lol /me * looks for a more angry Alienhead avatar icon *
  12. ( LUA 0.9.9 ) speaker:GetVolume() -- M.I.A ! https://www.ultraengine.com/learn/Speaker_GetVolume?lang=cpp
  13. ( LUA 0.9.9 ) entity:SetShadow(true/false) - command not present. https://www.ultraengine.com/learn/Entity_SetShadow?lang=cpp
  14. Just a simple wedge to demostrate Mesh.zip
  15. If this is the way it's got to be in Ultra then let us know, or if its something that can be fixed or changed to function properly.
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